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Juksefantomet

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  1. Hello, I did some extensive troubleshooting on the matter and these are my findings. on a debian VM, running systemd service based avorion. Game files: /home/steam/avorion Galaxy location: /home/steam/avorion_galaxy/galaxy Steam workshop location: /home/steam/avorion_galaxy/galaxy/worskshop/appworkshop_445220.acf On server restart no mods are checked when the following conditions are met: 1. Any mod present in the workshop folder, if version number is manipulated 2. Any timeupdated, size, manifest key/value pair within appworkshop_4455220.acf is manipulated On server restart, what leads to a faulty start: 1. Removing the folder from the workshop folder but leave the mod_id entry in appworkshop_4455220.acf What does trigger redownload / version check: 1. Removing the appworkshop_4455220.acf file, if there is no manifest to check against every folder is redownloaded 2. Removing the modid from the .acf file AND removing the corresponding folder with the same id within the workshop/content folder 3. Removing everything within the workshop folder. - Ultimately there seems to be a lack of version check vs folder presence during the server start routing which results in need of manual steps to properly checking for updated mod versions and/or having the server owner run cleanup / removal commands prior to server start to trigger version checks properly.
  2. I would love to see the some of this in the future! Player --> Inventory tab, detailed filters: 1. Being able to filter by crew amount required. e.g. useful when you want to single out turrets that requires X amount of crew members. This also applies for sub-systems and how many slots they unlock. 2. Being able to filter by type-attribute e.g. range. That way you don't have to guess your way through by searching 14. to get everything matching 14.x. this would yield a number of additional results like damage, range etc. 3. It would also be nice that when you do search and have a significant item count the results window actually scrolls to the very top as that's where the results are. Now you have to click inside the results window and scroll up to get to the results. 4. Filter out certain things, like you do when you sell items to the Equipment dock, there you can toggle turrets / fighters etc. but not in your own inventory. Equipment dock / Stations in general : 1. It would be nice to see a "buy all" button for some pages. like the torpedo page. When you can afford all 40+ you need to hammer that buy key way too much. 2. In many situations, it would be nice to gain some form of reputation from the faction the store belongs to. We all know a good customer is well known by the owner if that customer is a bulk trader. e.g. every 50th transaction of X value could provide some marginal reputation increase. 3. In general most stations where you can sell stuff the "sell" button is available even though you have no cargo count. It would be visually better for the player to see greyed out buttons on stock they have no amount of and available button for items they do have. Hangar bay / Fighters: 1. It seems to be a "wait for" process being executed when fighters leave / enter the hangar bay, causing graphical freezes, if this was asynchronous that would help a lot for us "drone boat" lovers and it won't freeze the UI and wait for the action to finish. 2. Fighters tend to struggle when re-entering the hangar through the hangar bays. increasing the acceptance range for entering with a tiny fraction will most likely solve this and they will be able to enter the hangar bay without issues. Might even consider a form of allowed ghosting when close to the ship to allow them to enter properly. 3. There seems to be a continued bug when the last fighter in the slot is queued for building / finished building where it does not, when building how about reserving the slot for the "fighter currently being built" as you got the progression on the cog-wheel and it won't build unless the slot is available, reserve it. cheers!
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